Students

COMP3150 – Games Project A

2025 – Session 1, In person-scheduled-weekday, North Ryde

General Information

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Unit convenor and teaching staff Unit convenor and teaching staff Convenor/Lecturer
Mitchell McEwan
Contact via email
Lecturer
Cameron Edmond
Contact via email
Credit points Credit points
10
Prerequisites Prerequisites
130cp at 1000 level or above including COMP2150 or COMP2160
Corequisites Corequisites
Co-badged status Co-badged status
Unit description Unit description

Students will work in groups to create a video game using a commercial-level game engine. This will enable them to apply their previously acquired skills in video game design and development to a substantial project. Teams will be expected to develop their own concept for the game and validate it through the production of a vertical slice. This will require creative design, the production of supporting documentation, quality control, and other associated skills and concepts. Teams will be expected to produce a compelling game proposal and meet regular agreed milestones as well as producing game documentation and conducting playtesting to evaluate their game prototype.

Important Academic Dates

Information about important academic dates including deadlines for withdrawing from units are available at https://www.mq.edu.au/study/calendar-of-dates

Learning Outcomes

On successful completion of this unit, you will be able to:

  • ULO1: Apply agile development processes (prototyping and playtesting) to complete concept and pre-production phases of a video game design and development project.
  • ULO2: Establish a self-managing team and practise shared accountability to deliver on agreed milestones.
  • ULO3: Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.
  • ULO4: Design the core mechanics of a game in order to achieve a desired player experience.
  • ULO5: Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.
  • ULO6: Conduct user research to evaluate game prototypes and find areas for improvement.
  • ULO7: Evaluate your own performance through self-reflection.

General Assessment Information

Assessment Latest Release Dates

  • Elevator Pitch – Monday February 24th
  • Pitch – Monday March 3rd
  • Project Plan – Monday March 10th
  • Playtesting Plan – Monday March 10th
  • Milestones – Monday March 10th
  • Vertical Slice – Monday April 7th
  • Design Document – Monday April 28th
  • Playtesting Report – Monday April 28th
  • Postmortem – Monday April 28th

Peer Assessment

The group-work component of the assessment (Project Plan & Design Document, Milestones, Playtesting Plan & Report, Vertical Slice) will be marked in common for all group members, however individual marks will be moderated based on agreed contributions according to individual peer assessment feedback (submitted alongside milestones) and in-person design and production meetings in workshops, to assess contributions and performance. Failure to submit individual peer assessment in a timely manner may also impact a student's individual mark.

All work submitted should presented in a professional format to industry standards.

Requirements to pass this unit:

To pass this unit you must:

  • Achieve a total mark equal to or greater than 50%.

Late Assessment Submission Policy

Unless a Special Consideration request has been submitted and approved, a 5% penalty (of the total possible mark of the task) will be applied for each day a written report or presentation assessment is not submitted, up until the 7th day (including weekends). After the 7th day, a grade of ‘0’ will be awarded even if the assessment is submitted. The submission time for all uploaded assessments is 11:55 pm. A 1-hour grace period will be provided to students who experience a technical concern. For any late submission of time-sensitive tasks, such as scheduled tests/exams, performance assessments/presentations, and/or scheduled practical assessments/labs, please apply for Special Consideration. For example, if the assignment is worth 8 marks (of the entire unit) and your submission is late by 19 hours (or 23 hours 59 minutes 59 seconds), 0.4 marks (5% of 8 marks) will be deducted. If your submission is late by 24 hours (or 47 hours 59 minutes 59 seconds), 0.8 marks (10% of 8 marks) will be deducted, and so on.

Assessments where Late Submissions will be accepted 

In this unit, late submissions will be accepted as follows:

  • Elevator Pitch - NO, unless Special Consideration is granted 
  • Pitch - NO, unless Special Consideration is granted
  • Project Plan – YES, Standard Late Penalty applies
  • Playtesting Plan – YES, Standard Late Penalty applies
  • Milestones – YES, Standard Late Penalty applies
  • Vertical Slice – YES, Standard Late Penalty applies
  • Design Document – YES, Standard Late Penalty applies
  • Playtesting Report – YES, Standard Late Penalty applies
  • Postmortem – YES, Standard Late Penalty applies

Special Consideration

The Special Consideration Policy aims to support students who have been impacted by short-term circumstances or events that are serious, unavoidable and significantly disruptive, and which may affect their performance in assessment. If you experience circumstances or events that affect your ability to complete the assessments in this unit on time, please inform the convenor and submit a Special Consideration request through http://connect.mq.edu.au/.

Assessment Tasks

Name Weighting Hurdle Due
Elevator Pitch 6% No 27th February 11:55pm
Pitch 5% No 6th March 11:55pm
Project Plan 5% No 20th March 11:55pm
Playtesting plan 5% No 27th March 11:55pm
Milestones 24% No April 10th, May 8th, June 13th; 11:55pm
Vertical Slice 15% No 8th June 11:55pm
Design Document 15% No 12th June 11:55pm
Playtesting report 10% No 12th June 11:55pm
Post-mortem 15% No 19th June 11:55pm

Elevator Pitch

Assessment Type 1: Presentation
Indicative Time on Task 2: 4 hours
Due: 27th February 11:55pm
Weighting: 6%

 

A pitch for a novel game idea to the class in a 2 minute oral presentation.

 


On successful completion you will be able to:
  • Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.

Pitch

Assessment Type 1: Presentation
Indicative Time on Task 2: 7 hours
Due: 6th March 11:55pm
Weighting: 5%

 

A group presentation pitching a game idea to an audience of industry professionals for feedback & criticism.

 


On successful completion you will be able to:
  • Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.
  • Design the core mechanics of a game in order to achieve a desired player experience.
  • Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.
  • Conduct user research to evaluate game prototypes and find areas for improvement.

Project Plan

Assessment Type 1: Report
Indicative Time on Task 2: 7 hours
Due: 20th March 11:55pm
Weighting: 5%

 

A written project plan that iterates on your pitch, incorporating feedback from industry, and also including details of how you plan to work together as a group to achieve your vision.

 


On successful completion you will be able to:
  • Apply agile development processes (prototyping and playtesting) to complete concept and pre-production phases of a video game design and development project.
  • Establish a self-managing team and practise shared accountability to deliver on agreed milestones.
  • Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.
  • Design the core mechanics of a game in order to achieve a desired player experience.
  • Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.

Playtesting plan

Assessment Type 1: Qualitative analysis task
Indicative Time on Task 2: 10 hours
Due: 27th March 11:55pm
Weighting: 5%

 

A report describing your plans for the playtests you intend to conduct on your game.

 


On successful completion you will be able to:
  • Conduct user research to evaluate game prototypes and find areas for improvement.

Milestones

Assessment Type 1: Project
Indicative Time on Task 2: 40 hours
Due: April 10th, May 8th, June 13th; 11:55pm
Weighting: 24%

 

A series of milestone reports describing allocation of tasks to individual team members and reporting on your progress both as individuals and as a team.

 


On successful completion you will be able to:
  • Apply agile development processes (prototyping and playtesting) to complete concept and pre-production phases of a video game design and development project.
  • Establish a self-managing team and practise shared accountability to deliver on agreed milestones.

Vertical Slice

Assessment Type 1: Creative work
Indicative Time on Task 2: 0 hours
Due: 8th June 11:55pm
Weighting: 15%

 

Final game prototype demonstrating a vertical slice of gameplay to industry representatives.

 


On successful completion you will be able to:
  • Design the core mechanics of a game in order to achieve a desired player experience.
  • Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.

Design Document

Assessment Type 1: Design Task
Indicative Time on Task 2: 10 hours
Due: 12th June 11:55pm
Weighting: 15%

 

A report thoroughly describing of the final game mechanics of the game, justified in terms of the effect they are intended to achieve.

 


On successful completion you will be able to:
  • Communicate the target experience and core mechanics of a game design to a variety of audiences in both oral and written form.
  • Design the core mechanics of a game in order to achieve a desired player experience.
  • Independently reflect on and research game design and development roadblocks in order to overcome early production challenges with creative solutions.

Playtesting report

Assessment Type 1: Qualitative analysis task
Indicative Time on Task 2: 10 hours
Due: 12th June 11:55pm
Weighting: 10%

 

A report describing the outcomes of the playtesting process and how the results influenced the design.

 


On successful completion you will be able to:
  • Conduct user research to evaluate game prototypes and find areas for improvement.

Post-mortem

Assessment Type 1: Reflective Writing
Indicative Time on Task 2: 10 hours
Due: 19th June 11:55pm
Weighting: 15%

 

A reflective report describing what went well and what went badly in both the final game design and in the process of working as a team.

 


On successful completion you will be able to:
  • Apply agile development processes (prototyping and playtesting) to complete concept and pre-production phases of a video game design and development project.
  • Establish a self-managing team and practise shared accountability to deliver on agreed milestones.
  • Evaluate your own performance through self-reflection.

1 If you need help with your assignment, please contact:

  • the academic teaching staff in your unit for guidance in understanding or completing this type of assessment
  • the Writing Centre for academic skills support.

2 Indicative time-on-task is an estimate of the time required for completion of the assessment task and is subject to individual variation

Delivery and Resources

Week 1 Classes

  • Lectures start in week 1.
  • Workshops start in week 1. 

Methods of Communication

We will communicate with you largely in class, but some communications may also come via your university email through announcements on iLearn. Queries to convenors can either be saved for class, placed on the iLearn discussion board or sent to the unit convenor via the contact email on iLearn.

Recommended Texts

There is no prescribed text for this unit. However we recommend:

  • Agile Game Development with Scrum, by Clinton Keith. Addison-Wesley Professional; 1 edition (June 2, 2010) ISBN-13: 978-0321618528
  • The Game Production Toolbox, by H. M. Chandler, CRC Press, ISBN-13: 978-1-138-34170-8

Unit Website

Please login to iLearn at http://ilearn.mq.edu.au/

Technologies Used and Required

The technologies used will depend on the needs of your project. You will have access to the games lab computers, the software on them, and the peripherals available in the lab during class time (including controllers and VR equipment where relevant). Lab computers will feature the Unity game development engine and other creative tools. See iLearn for the version of Unity used on the lab computers. Extra required software may be added to these computers if a good case can be made for it.

Although dependent on the needs and scope of your group's project, there will likely be a need for the use of personal computing devices and software to support game development (for example, when the lab is not open/available). Sourcing and compatibility with the provided lab resources will be students' responsibility.

Policies and Procedures

Macquarie University policies and procedures are accessible from Policy Central (https://policies.mq.edu.au). Students should be aware of the following policies in particular with regard to Learning and Teaching:

Students seeking more policy resources can visit Student Policies (https://students.mq.edu.au/support/study/policies). It is your one-stop-shop for the key policies you need to know about throughout your undergraduate student journey.

To find other policies relating to Teaching and Learning, visit Policy Central (https://policies.mq.edu.au) and use the search tool.

Student Code of Conduct

Macquarie University students have a responsibility to be familiar with the Student Code of Conduct: https://students.mq.edu.au/admin/other-resources/student-conduct

Results

Results published on platform other than eStudent, (eg. iLearn, Coursera etc.) or released directly by your Unit Convenor, are not confirmed as they are subject to final approval by the University. Once approved, final results will be sent to your student email address and will be made available in eStudent. For more information visit connect.mq.edu.au or if you are a Global MBA student contact globalmba.support@mq.edu.au

Academic Integrity

At Macquarie, we believe academic integrity – honesty, respect, trust, responsibility, fairness and courage – is at the core of learning, teaching and research. We recognise that meeting the expectations required to complete your assessments can be challenging. So, we offer you a range of resources and services to help you reach your potential, including free online writing and maths support, academic skills development and wellbeing consultations.

Student Support

Macquarie University provides a range of support services for students. For details, visit http://students.mq.edu.au/support/

Academic Success

Academic Success provides resources to develop your English language proficiency, academic writing, and communication skills.

The Library provides online and face to face support to help you find and use relevant information resources. 

Student Services and Support

Macquarie University offers a range of Student Support Services including:

Student Enquiries

Got a question? Ask us via the Service Connect Portal, or contact Service Connect.

IT Help

For help with University computer systems and technology, visit http://www.mq.edu.au/about_us/offices_and_units/information_technology/help/

When using the University's IT, you must adhere to the Acceptable Use of IT Resources Policy. The policy applies to all who connect to the MQ network including students.

Changes from Previous Offering

No changes have been made from the previous offering.

We value student feedback to be able to continually improve the way we offer our units, and feedback along these lines has resulted in significant changes to this unit over the years. As such we encourage students to provide constructive feedback via student surveys, to the teaching staff directly, or via the FSE Student Experience & Feedback link in the iLearn page.


Unit information based on version 2025.02 of the Handbook